Workflow Overview

HD and Lightweight SRP

WARNING - SRP support is only available with Post Processing Stack V2. Unity 2019 integrated PP can't be supported until adequate means are provided by Unity, this affects all images effects not just ours.

Ambient Occlusion Control

Amplify Occlusion offers two occlusion methods, the Post Effect mode resembles standard SSAO and will apply the effect to all objects, the Deferred option preserves bright lit surfaces by injecting SSAO before the direct light stage. A debug option is also available for added scene tweaking and flexibility.

Occlusion Parameters

Sample Count

Higher values will provide the best results at the cost of reduced performance. The default Medium value should suffice for most projects.

Per Pixel Normals

The Default Camera value is recommended for the Post Effect method, Gbuffer/Octa Encoded available for the Deferred.

Intensity

Defines the intensity of the occlusion effect.

Tint

Defines the color of tint of the occlusion effect.

Radius

Defines the radius, or spread, of the occlusion effect, the blur amount is usually adjusted in relation to the spread size.

Power Exponent

Defines the power exponent value of the occlusion effect, it allows you to easily exaggerate or reduce the overall strength.

Bias

Occlusion bias, this value will directly influence which areas of your scene will display the effect.

Thickness

Occlusion thickness heuristic, which allows for tweaking thin occluders such as vegetation.

Downsample

The downsample value option provides a quick and efficient way to improve overall performance.

Distance Fade

The Distance Fade option provides a flexible method of fading the Intensity, Radius and Power Exponent.

Fade Start

Starting point value for the fade effect.

Fade Length

The length of the fade effect, you can think of it as a feather effect.

Fade Intensity

The Intensity value to fade to. Keep in mind that you will be fading from the value set in the Occlusion Parameters to the value set here.

Bilateral Blur Control

Amplify Occlusion uses bilateral blur to eliminate dithering artifacts, several options are available for added control.

Blur Radius

The blur radius of the blur effect applied.

Blur Passes

Defines the number of passes used for the effect, higher values are more performance intensive.

Blur Sharpness

Provides control over the occlusion blur sharpness, higher values sharpen the blur effect.

Temporal Filter

Amplify Occlusion uses temporal filtering to smooth the occlusion effect through the accumulation of occlusion calculations over time, improving the quality of the effect with a slight performance trade-off and possible ghosting.

Filter Blending

Controls the overall accumulation decay by defining the contribution weight of either recent occlusion calculations to reduce ghosting at the expense of quality ( 0 ), or older calculations to increase quality at the expense of possible ghosting ( 1 ).

Filter Response

Controls the amount of calculations that are discarded based on the motion of the scene and objects, in which 0 discards the least, improving the quality at the expense of possible ghosting effects, and 1 discards the most, lowering the quality but becoming less susceptible to ghosting.

Technical Considerations

Mobile Devices

Amplify Occlusion requires Metal or OpengGL ES 3.0 or higher.

Be sure that the Auto Graphics API is not enabled in order to avoid using older OpenGL ES versions on Android devices.